Monday, September 19, 2016

The legendary golemsmith, Vonkurk
Eisenbluth, created the mighty automaton known as the Iron Bastard to
aide in the Dwarf King's war against the Goat Men. The Iron Bastard
was destroyed during the Siege of Eldervault 1000 years ago, and only
its arms were recovered. The golemic limbs still retain a fraction
of the Iron Bastard's power.

The Arms of the Iron Bastard are a pair
of muscular dwarven arms crafted of dull black iron decorated with
glowing runes. To access the power of the Arms, a user must remove
his own arms and replace them with the magical iron limbs. The
potential user must remove their own arms without help, or the magic
fails. Removing the first arm is relatively easy; removing the second
arm may require some inventiveness. Attaching the Arms of the Iron
Bastard is a simple task, as barbed hooks and screws on the shoulders
instantly bore into the user's bloody stumps. Once so attached, the
Arms are permanently bonded to the user and grant them several boons
and banes:

A character bonded to the Arms of
the Iron Bastard gains a Strength Modifier of +4.

The user may also wield two-handed
weapons like greatswords with one hand.

The massive iron arms are
cumbersome, however. Any Skill checks that rely on Agility are
penalized -1d on the dice chain.

Tearing out one's own arms and
replacing them with magical iron damages the soul and psyche. The
user permanently loses one point of Personality and two points of
Luck.

An elf that tries to bond with the
Arms of the Iron Bastard dies painfully in 1d6 rounds and explodes
in a 20' radius fireball (10d6 damage to those caught in the blast,
Reflex Save DC 13 for half damage).

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Who I Am

I am a long-time gamer who enjoys both new-style story games and old-style OSR stuff. I love drawing maps and goofy monsters. I help write, layout, and illustrate games for Hex Games, and I keep taking stabs at creating webcomics with mixed results. I talk about RPGs (and other things) at my Bernie the Flumph blog.